Alestria’s Mapping Lore

Range: self (personal)

Duration: x 
Effect: Gives Caster Exact Planar Coordinates

Creates a quill that automatically creates a map as the spellcaster moves.


Banting’s Non-Detection 10 ft Radius
Range: 0

Duration: x
Effect: blocks scrying magic

Provides protection from scrying

Ben Habib’s Excision

Range: 120 ft
Duration: Instant

Effect: Creates Doggie Bag

Shaves 1 pound of flesh off any target (saving throw if conscious) and heals all damage. The pound of flesh appears in the casters hand.

 

Brainkill

Range: Touch

Duration: Special
Effect: One creature forgets

A wizard using this spell, which operates like the 2nd level Forget spell, can permanently burn from the memory of any one creature all knowledge of either a specific place, a person, or a time period of up to one year (the spellcaster can choose the desired result). The spell works on any intelligent creature by destroying a portion of its brain, but a victim is entitled to a saving throw vs, death magic to resist the effect of the spell. If successful, the creature suffers only a painful headache, which dissipates in 1d4 hours but is otherwise harmless. If failed, the victim suffers 1d6 points of damage from an excruciating headache, leaving him with selected gaps in his memory.

The Brainkill spell affects only memory and the ability to recall factual information. For example, a person thus affected might be completely unable to remember details of a place, the name, appearance, or any traits of a person, or might have a one-year blank in his or her memory. The spell has no effect on learned abilities or skills. For instance, an individual who gained a swimming proficiency six months before coming under the influence of this spell would no longer recall swimming lessons, but still retain the ability, (though it might not become evident until the subject jumps into a large body of water). Aside from relearning lost knowledge as best as one can, “killed” memories cannot be regained except by a Wish.

 

Charm Monster

Range: 120′

Duration: Special
Effect: One or more living creatures

This spell effect is identical to that of a charm person spell, but will affect any creature except an undead monster. If cast on victims with 3 Hit Dice or less, the spell will charm 3d6 (3-18) victims. Otherwise, it will charm only one victim.

Each victim may make a saving throw vs. spells to avoid the effects.

 

Clothform

Range: Touch

Duration: Permanent
Effect: Creates up to 30’x 30′ cloth

This spell creates quantities of cloth up to 3O’x3O’. The cloth created by a single spell must appear in one piece. Unlike many creation type spells, this one creates cloth that is nonmusical and cannot be dispelled.

If the campaign uses the optional general skills and the caster has an appropriate Craft skill, he may shape the cloth as he creates it. He may thus create a tent, a sail, a single garment, a drape, 60’of common rope, etc. If the campaign doesn’t use the skills rules, the character could have been defined earlier as one who knows how to work cloth in order for him to do this. Naturally, unshaped cloth created by this spell can later be cut, sewn and otherwise fashioned into such objects.

The cloth so created is much like undyed linen-it’s tough, serviceable, and unglamorous. A caster can create his cloth with an unfinished end, and later he or another caster can use another clothform to create cloth joined to the first on that edge-and there will be no seam or weakness at the joining. This makes it a good spell for creating rugged, dependable sails.

When created, the cloth extrudes from the caster’s hands and out along the ground. If there are obstacles, it piles up against them but does not shove them back. The spell may not be cast to create a huge sheet, which falls over a unit of enemie5, for instance. The cloth, when created, may not be attached to anything except to another expanse of clothform cloth, as described above. The cloth cannot be cast in a space occupied by another object.

In adventures, this spell is often used to make quick shelters and to create rope.

 

Confusion

Range: 120′

Duration: 12 rounds
Effect: 3-18 creatures in an area 60′ across

This spell will confuse its victims, affecting all creatures within a 30′ radius. Victims with less than 2 + 1 Hit Dice are not allowed a saving throw. Those with 2 + 1 or more Hit Dice must make a saving throw vs. spells every round of the spell’s duration, if they remain in the area, or be confused.

Confused creatures act randomly. The DM should roll 2d6 each round to determine each creature’s action, using the following chart:

Confusion Results
2d6   Roll Result
2-5    Attack the spellcaster’s party
6-8    Do nothing
9-12  Attack the creature’s own party

Dimension Door
Range: 10′

Duration: 1 round
Effect: Safely transports one creature through space

This spell will transport one creature (either the caster or a victim up to 10′ from the caster) to a place up to 360′ away. The caster picks the desired destination. If he does not know the location, the caster may specify the direction and distance of travel, but the distance cannot exceed a total of 360′ (for example, 360′ straight up; or 200′ west, 60′ south, and 100′ down).

If this would cause the recipient to arrive at a location occupied by a solid object, the spell has no effect.

An unwilling recipient may make a saving throw vs. spells to avoid the effect.

 

Efrims’ Elecentric Electrinigation

Range:
Duration:
Effect:

x

Efrim’s Energetic Enclosure

Range:

Duration:
Effect:

x
Enchant Weapon

Range:
Duration:
Effect:

 

Makes non-magical weapons magical.  Temporary, but this spell is also used in the process to enchant magical weapons permanently.
Ettin

Range:
Duration:
Effect:

xxx

The castor grows a head out of her shoulder. The extra head will breathe lightning.

 

Fear
Range:

Duration:
Effect:

 

Makes creatures afraid.

 

Grope
Range:

Duration:
Effect:

 

Provides cheap feels for lecherous old mages that can’t hack it on the dating scene.

 

Growth of Plants

Range: 120′

Duration: Special
Effect: Enlarges 3000 square feet of plants

This spell causes normal brush or woods to be. come thickly overgrown with vines, creepers, thorns, and briars (or types of small plant-life appropriate to the area). The spell effects an area of up to 3,000 square feet (the caster chooses the dimensions of the spell effect). The plants to be affected must be entirely within the spell’s range.

The area affected by the spell is impassable to all but giant-sized creatures. The effect lasts until removed by the reversed form of the spell or by a dispel magic spell.

The reverse of this spell, shrink plants, causes all normal plants within the area of effect to shrink and become passable. It may be used to negate the effects of the normal spell. Shrink plants will not affect plant-like monsters (such as treants).


Hallucinatory Terrain

Range: 240′

Duration: Special
Effect: Changes or hides terrain in 240′ radius (or less)

This spell creates the illusion of a terrain feature, either indoors (such as a pit, stairs, etc.) or outdoors (hill, swamp, grove of trees, etc.), possibly hiding a real feature. The caster could create the illusion of solid ground over a series of pits or quicksand pools, or he could create the image of dense forest over his army’s camp, etc.

The caster may choose to place his hallucinatory terrain over a comparatively small area (for instance, a throne room) or over a much larger one (for example, a hill). If he chooses to cast the spell on a larger terrain feature, the entire feature to be affected must be within the range of the spell. (A hill with greater than a 480′ diameter would not be affected.)

The spell lasts until the illusion is touched by an intelligent creature, or until dispelled.

 

Ice Wall/ Ice storm

Range: 120′

Duration: Storm, 1 round; Wall, 12 turns
Effect:Storm in 20’x 20′ x 20′ volume; or Wall of 1,200 square feet

This spell may be cast in either of two ways: either as an icy blast, ice storm, or wall of ice.

An ice storm fills a 20’x 20′ x 20’cube. If cast in a smaller area, it will remain 20′ long at most. The storm inflicts I d6 points of cold damage per level of the caster to every creature in the area. Each victim may make a saving throw vs. spells; if he is successful, he takes only half damage. Fire-type creatures (red dragons, flame salamanders, etc.) have a -4 penalty on their saving throws, but cold-type creatures (frost giant, frost salamander, etc.) are not affected by the spell.

A wall of ice is a thin vertical wall of any dimensions and shape determined by the spellcaster totaling 1,200 square feet or less (10′ x 120′, 3o’x4o’, etc.). The wall is opaque and will block sight. The wall must be cast to rest on the ground or similar support, and cannot be cast in a space occupied by another object. Creatures of less than 4 Hit Dice or levels cannot break through the wall.

Creatures of 4 HD or more levels can break through, but take id6 points of damage in the process. Fire-type creatures each take twice the amount of damage (2d6) while breaking through.

 

Magic Javelins

See description under new spells.
Fourth level?
Will affect: Liches, druj, odic, revenants. Need to add this to Lamat’s repertoire.

It’s like a more powerful magic missile.

 

Massmorph

Range: 240′

Duration: See below
Effect: “You are trees”

Causes illusion of trees within 240′ range

This spell will affect up to 100 human or man-sized creatures in a 240′ diameter, making them appear to be the trees of an orchard, dense woods, or other large plant life appropriate to the region. (Unless the campaign’s deserts feature very large cactus, the spell won’t work in the desert.) Unwilling creatures are not affected. Creatures larger than man-size (such as horses) may be included, counting as two or three men each. The illusion will hide the recipients from creatures moving through the area affected.

The spell lasts until a dispel magic is cast on it or until the caster decides to drop the illusion. The appearance of each disguised creature returns to normal if the creature moves out of the affected area. However, movement within the area does not destroy the illusion.

 

Polymorph Others

Range: 60′

Duration: Permanent until dispelled
Effect: Changes one living creature

 

This spell changes the victim into another living creature. The new form may have no more than twice as many Hit Dice as the original, or the spell will fail. The victim’s hit points remain the same; an 8th level prince with 32 hit points could end up as a frog with 32 hit points.

Unlike the polymorph self spell, the polymorph others spell actually turns the victim into the new creature, giving him any, and all special abilities of the new form, plus its tendencies and behavior. For example, a hobgoblin polymorphed into a mule will think and act like a mule.

This spell cannot create a duplicate of a specific individual, only a race or monster type. For example, a creature polymorphed into a 9th level fighter will indeed become a human, but not necessarily a fighter and no higher than 1st level.

The victim of this spell may make a saving throw vs. spells to avoid the effect. The effect lasts until dispelled, or until the creature dies.

 

Polymorph Self

Range: 0(Caster only)

Duration: 6 turns + I turn per level of the caster
Effect: Caster may change shapes

This spell allows the caster to change shape, taking the physical form of another living creature. The Hit Dice of the new form must be equal to or less than the Hit Dice of the caster, or the spell will fail.

The caster’s armor class, hit points, attack rolls, and saving throws do not change, and he does not gain special abilities (such as ghouls’ paralysis) or special immunities of the new form; however, he does gain the natural physical abilities of the new form. For example, a spellcaster polymorphed into a frost giant has the strength of a frost giant and the ability to hurl boulders, but not immunity from cold. A spellcaster polymorphed into a dragon could fly but would not be able to use any breath weapons or spells.

The spellcaster cannot cast spells while polymorphed into a different form. The spell lasts for the listed duration, or until dispelled, or until the caster is killed. This spell will not enable the caster to take the form of a specific individual (see polymorph other).

 

Remove/Bestow Curse

Range: Touch

Duration: Permanent
Effect: Removes any one curse

This spell removes one curse, whether on a character, item, or area. Some curses-especially those on magical items-may only be temporarily removed at the DM’s discretion, requiring a clerical dispel evil spell for permanently removing the effects ( or possibly a remove curse cast by a high level spellcaster.)

The reverse of this spell, curse, causes a misfortune or penalty to affect the recipient. Curses are limited only by the caster’s imagination, but if an attempted curse is too powerful, it may return to the caster (DM’s discretion)! Safe limits 10 to curses may include: -4 penalty on attack rolls: – 2 penalty to all saving throws; prime requisite reduced to half normal. The victim may make a saving throw vs. spells to avoid the curse.

 

See Ethereal Creatures

Range:

Duration:
Effect: See into Ethereal Plane

Works like See Invisible, but for creatures and objects on the Ethereal plane.

 

Spoo

Range: 60′

Duration: Permanent until counteracted or dispelled
Effect: Turns liquid into a viscous glue

In order to use this spell effectively, the caster must prepare a special solution made of water mixed with the blood of any mammal. Once the solution is applied to a creature or object, anyone who casts the spoo spell within 60′ of the solution can effectively turn the solution into glue.

The glue is quite strong, capable of holding up to 8000 cn (800 pounds) to a ceiling. The only way to dissolve the glue is either to cast dispel magic, to apply alcohol, or to use 800 pounds or more of force.

Note that this last technique will not guarantee that the spooed object will break free unharmed. Those appendages of people or objects that are not attached by the solution to a surface can be removed by severing the appendage. Anyone removing his skin in order to free himself from spoo will take an amount of damage appropriate to the quantity of skin removed.

 

Silence 15 ft Radius

Range:
Duration:

Effect:

As per the Silence spell, but affects everything within the radius.

 

Via’s Verbal Contact

Range:

Duration:
Effect:

Allows the caster to engage in verbal communication with a willing subject. The caster must have strand of the targets hair.

 

Wall of Fire

Range: 60′

Duration: Concentration
Effect: Creates 1200 square feet of fire (length x height)

 

This spell creates a thin vertical wall of fire of any dimension and shape, determined by the spellcaster totaling 1,200 square feet (for example 10′ high x 120′ wide, 20’x 60′, 30′ x 40′, etc.). The wall is Opaque and will block sight. The wall cannot be cast in a space occupied by another object. It lasts as long as the caster concentrates, without moving, on it. Creatures of less than 4 Hit Dice cannot break through the wall.

Creatures of 4 HD or more can break through, but take 1d6 points of damage in the process. Undead and cold-using creatures (white dragons, frost giants, etc.) each take double damage while breaking through.

 

Wizard Eye

Range: 240′

Duration: 6 turns
Effect: Creates movable invisible eye

This spell creates an invisible eye through which the caster can see. It is the size of a real human eye and has infravision (60′ range). The wizard eye floats through the air at up to 120′ per turn, but will not go through solid objects nor move more away from the caster. The spellcaster must concentrate (without moving) to see through the eye.